Albion Plateau Redux

"Albion Plateau returns as a new and improved region to enhance your cards. Increase your cards' ability levels and unlock extra skills through new challenges in this familiar place."

- In-game description

Albion Plateau Redux is the second part of the fourth exploration region. The main purpose for the region is to offer a place to "farm" specific enemy Ability Cards to raise the spell levels on your own abilities, and to collect skillseeds for unlocking new skills in your Jobs.

The region was released on August 10, 2017, and closed on December 17, 2018.

Region Details

 * Event type -- Farming area
 * Duration -- permanent.

How to Participate

 * Select Albion Plateau Redux from the World Map -- part of the yellow Exploration region string.
 * The region is only accessible after completing Chapter 2: Hope and Prophecy, and Fourth Exploration: Albion Plateau.

Skillseed bonus
During each day of the week in, a different elemental Skillseed has an increased drop rate. This makes it easier for players to obtain more of them during that day.

Story
Wol shows up at Albion Plateau, and remarks how nice it is. No snow and ice, just a lot of pleasant Spring fields. Echo is shocked that Wol isn't his usual dour self, and Wol promises not to be positive in her presence again.

So... how about a nice relaxing dip in the hot springs? Wol is immediately suspicious, but Echo assures him the springs are safe... it's the areas around it that are filled with rampaging fiends! Okay, he can accept that. Never mind the hot springs, there are monsters to hunt.

Areas
"With the winter's veil lifted, this region now teems with dangerous wildlife and awakened minions of Chaos. How far will you venture to uncover this region's hidden treasures?"

- World Map description

The region is broken up into five general sections, based on the type of abilities they drop. The map for this region is fully visible upon first entry, and each area is named for the fiend that you will find there. All of the areas are either Teleport points, or are one step away from a Teleport point, so spaces are easy to get to once you've cleared them the first time.

Light/Dark Shift & Force Hunting Ground
Areas here start with. As each "arm" is cleared, these change into boons. Clearing the entire section puts an boon on the starting area as well.

These areas feature light and dark enemies that drop elemental "force" and "shift" abilities.

Light and Dark Materials Hunting Ground
Initially the areas in this section will have the opposing element locked out, forcing you to use other elements. Once each "arm" is cleared, these change into "force" boons for those opposing elements, generating ONLY that element. Plan your fights accordingly. Clearing the entire section puts an boon on the starting area as well.

Only Light and Dark augment materials (Shards, Fragments, and Gems) drop here.

Fire, Water, Wind, and Earth Materials Hunting Ground
Initially the areas in this section will have the opposing element locked out, forcing you to use other elements. Once each "arm" is cleared, these change into "force" boons for those opposing elements, generating ONLY that element. Plan your fights accordingly. Clearing the entire section puts an boon on the starting area as well.

Only Fire, Water, Wind, and Earth augment materials drop here.

Area Attack Ability Hunting Ground
Areas in this section come with ailments like and. As each "arm" of areas is cleared, these change into their corresponding boons, like and. Clearing the entire section also puts a boon on the starting area.

Fiends here will drop their own ability cards at a higher rate, used to enhance abilities that throw area attacks, like (element) Shock and Fatal (element).

Debuff Ability Hunting Ground
Areas in this section come with active. Once all of these areas are cleared, these change into boons, and the starting area gains.

Fiends here will drop their own ability cards at a higher rate, used to enhance abilities that throw ailments, like Taunt and Weaken.